Simple 3D Game Engine(well not that simple)

every time I play MountainSheep's Minigore I get more & more intrested in developing for the iPhone/iPod Touch.
Reason being: I love the game engine.
I would love to learn about how to make a 3D game engine such as the one used to make minigore
(but of course MountainSheep used an in-house game engine to create minigore so I can't buy it).

Anyone know of anyone who is currently(or already has developed) developing a 3D game engine for the iPhone? if so please tell me where I can get in contact with them!!!

geoface Wrote:every time I play MountainSheep's Minigore I get more & more intrested in developing for the iPhone/iPod Touch.
Reason being: I love the game engine.
I would love to learn about how to make a 3D game engine such as the one used to make minigore
(but of course MountainSheep used an in-house game engine to create minigore so I can't buy it).

Anyone know of anyone who is currently(or already has developed) developing a 3D game engine for the iPhone? if so please tell me where I can get in contact with them!!!

I can send you the full source code for my 3d/2d engine ... it is kind of big , running at about 100 C++ classes + separate VFP/Neon asm files ( not to mention using 3rd party libraries like Bullet,Freefont, Boost and Img Tech SDK) but it does cover a lot of ground.

I don't know exactly what you are looking for but here is a few sample videos of that thing in action:

I'm betting you love the art more than the engine - you just don't know it For all I know they have some serious tech under the hood but if someone were to build an engine specifically for this game it wouldn't need to be all that sophisticated (relatively speaking). The art on the other hand is extremely well done, and that alone makes the game stand out.

I guess what I'm trying to say is that you can buy code, or Unity, or whatever, and have all the greatest tech under the hood but if your art sucks it won't matter. Simple Engine + Great Art > Bleeding Edge Engine + Bad Art.

It really depends on what type of game you want to make, though I believe if you want to have a 3D Engine like minigore you would be inventing the wheel again by doing your own one. Skillwise I believe school-level geometry would be sufficient but you definitely had to have fun in your trigonometry classes to build a 3DEngine!

When I started I wrote a 3D engine catered to my exact needs which is working quite nice now. I also blogged about how well it worked after some people here complained I was not using OpenGL ES in the usual way

Bersaelor Wrote:When I started I wrote a 3D engine catered to my exact needs which is working quite nice now. I also blogged about how well it worked after some people here complained I was not using OpenGL ES in the usual way

I don't see anything wrong with how you were using openGL. Batch drawing is considered standard practice, but also means you have to do all the transformations on the CPU if the batch includes objects requiring distinct transformations, as you noted (I'm no graphics wiz by any stretch, but I assume vertex shaders can relax this issue). It seems obvious to me that transformations should only ever be calculated when they need to be changed though. If you keep a smart set of data structures and classes, this is remarkably simple to maintain. In fact, my 2D engine does just that.

No one should stick to a "usual way" if the usual way sucks for a given application Taking odd short cuts for your specific context is precisely how the best looking stuff is made.

warmi Wrote:I can send you the full source code for my 3d/2d engine ... it is kind of big , running at about 100 C++ classes + separate VFP/Neon asm files ( not to mention using 3rd party libraries like Bullet,Freefont, Boost and Img Tech SDK) but it does cover a lot of ground.

I don't know exactly what you are looking for but here is a few sample videos of that thing in action: